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View Poll Results: What do you think about the Gun combat so far?
Perfect...Minimal movement because accuracy should be most important. 62 57.94%
Way Too slow...I want to be able to shoot and move very fast..Twitch Gameplay FTW 9 8.41%
Slow...Needs more movement but nothing too fast. 25 23.36%
Slow...Needs to be exactly like Planetside 1. 11 10.28%
Voters: 107. You may not vote on this poll

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Old 2012-05-23, 11:46 PM   [Ignore Me] #151
SKYeXile
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Re: Gun Combat= No movement, very stationary when shooting


Originally Posted by ArmedZealot View Post
physics and fully realized ballistics != not hitscan. Just means instead of calculating the intersection of a straight line between the shooter and target they calculate the intersection of a parabola.
it would still mean they're calculating off infinite speed though, they're not in PS2.
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Old 2012-05-23, 11:48 PM   [Ignore Me] #152
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Re: Gun Combat= No movement, very stationary when shooting


Originally Posted by captainkapautz View Post
Devs said all conventional weapons (bullets) are with bullet drop, only VS will get hitscan(?).

And yeah, under normal closerange to mediumrange you really cant tell hitscan from bulletdrop unless its rediculous bulletdrop.
Vanu weapons are not hitscan either, they just suffer from damage drop off more then the other factions.
And it's very difficult to judge whether the TTK and other factors we've seen in the video is what we'll get. As it's alpha, there's a good chance that they may be playing around with the values and see what happens to the gameplay, since they already said that they're still tuning the damage.

Last edited by The noob; 2012-05-23 at 11:51 PM.
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Old 2012-05-23, 11:49 PM   [Ignore Me] #153
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Re: Gun Combat= No movement, very stationary when shooting


Originally Posted by ArmedZealot View Post
Like I said, they are blatantly stealing somethings (the UI is a big one for me). But it is false to say that since they are stealing some things that they are stealing the shorter TTK as well.

The TTK may be shorter compared to PS1 but we know all the factors that are involved in TTK. Everything from player speed to weapon DPS to shields and armor factor in here. They can't be copying those values from BF3 and putting them in Planetside.
You may be right....BF3 wants the threshold lowered, so they want people to be able to hit others easily even at longer ranges, without the need for such silly things as getting closer to your enemy. So if PS2 is copying the lack of meaningful recoil and deviation and other factors for that purpose, the side effect of course is a low TTK.

My question is, if infantry have shields, how in the world can the TTK be this low? Are the shields more useful against explosion splash than bullets?
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Old 2012-05-23, 11:52 PM   [Ignore Me] #154
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Re: Gun Combat= No movement, very stationary when shooting


Originally Posted by SKYeXile View Post
it would still mean they're calculating off infinite speed though, they're not in PS2.
I don't see how that is the case unless they have said explicitly that they aren't using hitscan. It sounds like salesman speak to me.

But I'll go with it for now for the purpose of the discussion.

So we have non hitscan weapons and a low TTK compared to PS1. Why have the devs decided to go with this approach when considering PS1's approach?
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Old 2012-05-23, 11:56 PM   [Ignore Me] #155
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Re: Gun Combat= No movement, very stationary when shooting


Originally Posted by Stardouser View Post
My question is, if infantry have shields, how in the world can the TTK be this low? Are the shields more useful against explosion splash than bullets?
Because they don't have that much of shields I guess. But they have stated that players are resistant to different types of damage depending on class so that might be the case. Grenades were never very effective in PS and they have never really given a mechanically sound reason for it.

In retrospect it does make sense to lower TTK a bit in PS2 with the shield switch from PS1's armor mechanic. If armor is non regenerating it would make sense to give players much more of it.

Last edited by ArmedZealot; 2012-05-23 at 11:57 PM.
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Old 2012-05-24, 12:28 AM   [Ignore Me] #156
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Re: Gun Combat= No movement, very stationary when shooting


Originally Posted by ArmedZealot View Post
I don't see how that is the case unless they have said explicitly that they aren't using hitscan. It sounds like salesman speak to me.

But I'll go with it for now for the purpose of the discussion.

So we have non hitscan weapons and a low TTK compared to PS1. Why have the devs decided to go with this approach when considering PS1's approach?
their reasoning is a faster paced game and making it more modern. I however dont agree with this.

Unreals weapon TTK is generally higher that what is planned for PS2 by the looks of it, its certainly a faster paced game than PS2 will ever be. but thats because players move very fast in comparison and the weapons have special attacks.
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Old 2012-05-24, 01:56 AM   [Ignore Me] #157
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Re: Gun Combat= No movement, very stationary when shooting


I think it should matter on the class or at least the weaponwhether you try to move around a lot or turret more. They should allow for both play styles imo.

Last edited by xSlideShow; 2012-05-24 at 01:59 AM.
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Old 2012-05-24, 02:55 AM   [Ignore Me] #158
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Re: Gun Combat= No movement, very stationary when shooting


Originally Posted by captainkapautz View Post
You whole arguement is flawed.

We have seen how many different people play PS2?
Two?
Higby during the GDC footage and now TB, unless I missed someone else.

That's not a whole lot to go on at all.
So, unless we see more gameplay from different people or get beta we just simply do not know how fast you can actually play PS2.

So stop wasting your breaths before that point.
Huh?

Dude the combat I have seen always shows people standing shooting...

They literally stand out in the open and shoot....and is not just highby and the other guy...obviously theirs other people playing.


Now maybe some of them could be bots but I doubt it.....higby was telling them to go back so Im sure they won't bots.


The point of this thread is to point out that the combat movement is super slow.....


Apperantly people like standing in the open and shooting which Im fine with actually.
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Old 2012-05-26, 12:19 AM   [Ignore Me] #159
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Re: Gun Combat= No movement, very stationary when shooting


Originally Posted by SKYeXile View Post
it may between players who cant aim vs those who can(im refering to spray and prey), but with those who can react fast and those who cant it lessens it. Once you have a targets its more about predicting their movements rather than reacting to it.
its only on a very low point where shortening it makes it favourable to a person of quick reflexes vs a person of actual shooting skill. and probably not even that sometimes depending on how the game is made, for example if theres a big percentage of times when they dont both spot eachother simultaneously. reflexes arent much of a skill anyway

Originally Posted by Stardouser View Post
ADS doesn't decrease the skill gap, it changes the skills required. Quake style means you need the skills that relate to strafing all the time and ADS means you need situational awareness so that you don't stop and fire at a time that it will get you killed. Different skills, not a contracted skill gap.
yes it changes things. and whats your argument for that changing a thing would make it take the same amount of skill?
the skill ceiling is rediculous amounts lower in this type than the other. it seems quite natural to me, as it makes the screen zoom in when doing it and makes you move slower- easier to aim and easier to get aimed at

Originally Posted by Stardouser View Post
Moderate TTK, which is what we need, allows getting the first shot to provide an advantage, but still gives people a chance to immediately dive for cover.
why do you seem so sure thats what we need?

Originally Posted by wasdie View Post
I'm sorry but you are incorrect. Comparing the skills required in a very simple game like Quake (yes simple, deal with it, that's where the competition comes from, simple mechanics lead to complex tactics using very basic weaponry) to something like Battlefield is silly.

Those games are outdated. Their gameplay mechanics were very straight forward and simple. They had a focus on aiming, predicting enemy movements, map control, and AoE damage. That kind of gameplay is build for 1 v 1 or 5 v 5. Watching competitive quake is almost always 1 v 1.

The skillsets required by modern shooters like Battlefield are a larger emphasis on coordinating attacks/defenses with other players, balancing your team with the proper classes, utilizing vehicles simultaneously with infantry, and adapting to the changing situation by changing your loadout and weaponry on the fly. The map control isn't done by AoE denial with rockets/grenades, but it's done by fortifications and teamwork. This kind of gameplay is great for 32+ players.

Planetside 2 is about vehicles and numbers, not individual skill and 1 v 1 encounters.

You say that modern shooters bridge the gap between players, and on a 1 v 1 basis that is true. But you take a 16 v 16 with extremely skilled solo players on one, and decently skilled players who are extremely coordinated on the other, and the coordinated players will win every time in a modern shooter.They may not get more kills, they may have lower K/D ratios, but they'll win. The differences in skills are measured completely different in these larger games. The goals of the games are completely different. You're ignoring everything that makes modern shooters different than classic arena shooters (which aren't dead btw) and comparing all of them on a 1 v 1 basis.

If 1 v 1 encounters and individual player skill matter so much to you, why the hell are you playing Planetside?
I'm sorry but you are incorrect.
yes comparing the skills required is silly. why do you think no proffesional player has come over to a modern fps? why do they all find them so trash? they claim they are always on the lookout for the next competetive fps but they laugh at the mention of what fps games has become, how basic and shallow they are.
a game made 16 years ago is less simple and somehow less outdated than your games (deal with it). battlefield 3 got a 7.3, its just not a very good game (and I assume these are mainly votes from the low expectation casual players), and lets not get started with http://www.metacritic.com/game/pc/ca...dern-warfare-3
meanwhile look at gems like http://www.metacritic.com/game/pc/re...nemy-territory, and quake live got an 8.6 and was released TEN years after q3. try doing that with your modern fps.
I still dont understand if you want to keep claiming todays games are more difficult like you did in your first post?
and having more guns to learn the exact stats of doesent equal depth. just slapping in more guns that are just about identical where the only difficulty is slapping on some random stats and waiting till the players complain about balance and switching them around a bit.
of course 32v32 plays differently than 1v1, whats this argument about?
is this an attempt at saying its superior because it was built for a larger amount of players?
BF3 doesent even have a competetive scene and from almost all opinions ive read, doesent deserve one.
you have more depth and interresting gameplay in quake ctf or quake teamfortress either way
and all this despite the modern fps games having 13 years of extra progress of all sorts on quake3

and im not playing ps1, hoping the netcode and such will be better this time because im longing for a good game

Originally Posted by Rbstr View Post
I completely disagree that higher TTK increases skill gap.
It makes the DPS vs HP equation far more pronounced while devaluing any individual shot because each landed shot means less in aggregate and lowering the effects of front-loaded damage. It makes the element of surprise less important in order to facilitate reprisal action.

It's simply shifts to different skills. With low TTK you don't need "prolonged aiming" - you need to aim at the beginning and hit sooner. You don't need to dive for cover when someone hits you, you need to not get hit in the first place. You don't need to run around to dodge bullets, you need to run around in order to surprise and confuse.

It is only a personal preference thing. Stop pretending otherwise.
it takes less skill because of devaluing individual shots?
if it takes a thousand shots to kill someone, how often do you think a guy that hits 28% of his shots will win over a guy who hits 30% of his shots?
and if it takes one shot to kill someone?
yes the first shot will matter more, and whats the point of that?
suprise is a matter of silly camping. and surprising will just gain you a smaller edge, will have no real effect on lessening skill gap

its not a preference thing, obviously it has effects of different quantities depending on how you change them around and how the game plays overall.

Last edited by lawnmower; 2012-05-26 at 12:58 AM.
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